Showing posts with label Dreamcast. Show all posts
Showing posts with label Dreamcast. Show all posts

December 11, 2011

News #5 - Doujin shmups, goodies & Saturn pads

It's been awhile since my last physical shmups purchase (ok the Sengoku collection wasn't that long ago), so it's about time for some new stuff. It's not like I don't have games in my collection that still haven't been treated well enough by myself, but oh well... the desire to get more great titles is way too strong. It seems that by now I am way beyond the point where I can play all the shooters in my collection extensively. Greater choice of games, but harder choices to make.


Kamui got my attention through various mentions in forums which lead me to finally have a look at it. The videos I watched failed to disappoint and finding out about Siter Skain's other titles, RefleX and Alltynex Second, only increased my enthusiasm. All of these look exactly like games that match my taste perfectly with the fast action-packed gameplay and seemingly nice and not too sophisticated scoring systems, but some in-depth playtime has to be invested before I can say that for sure.

A few goodies conclude my recent purchase. The Under Defeat superplay DVD - next to the entertainment factor - will help me clear the game's 1st loop I hope. The Crimzon Clover soundtrack has caught my attention a bit too late as I don't like the music in the game's first stages too much. But most of the other tunes are indeed nothing less than awesome and one of the reasons why the game is so fun. Thus the soundtrack will be a welcome addition to my collection.


Last but not least, two Saturn controllers together with this small thing will make my life on the Playstation 2 a lot easier from now on. This lagless Saturn to Playstation converter will allow me to play shmups on the Playstation 2 without feeling handicapped after all. Let's face it: the d-pads from the original PS2 controllers are some of the most awkward ones ever made.

December 6, 2011

Zero Gunner 2 - A tribute...

It's the 14th November 2011, late at night. After a few failed tries I'm slowly getting tired. Only physically though, not at all tired of playing. So I'm starting my last credit in Zero Gunner 2 for the evening, totally not expecting the following...

The 2nd loop from my 2-ALL replay in Zero Gunner 2

The journey that had started on 6th June 2009, that lasted not less than two and a half years, finally came to an end - I cleared both loops in Zero Gunner 2. Altogether it took me six months of dedicated play to do this. Of course this has been the most tremendous task I've ever faced in any shmup. That's why the breaks of two years altogether were absolutely necessary to keep the fun alive and to prevent me from getting burnt out. In summer 2010 I got to the stage 5 boss in the 2nd loop, but felt so burnt out that I questioned if I'd ever feel like continue on playing again. The weird thing about it is: this time I only needed one month to get to my previous status, to get better and more consistent at the first loop stages and to master stage 2-6 and 2-7. It came together much faster than I ever could have imagined in my dreams.

With this still long period, Zero Gunner 2 connects today with the good old times where I had just started playing shoot 'em ups seriously and for score. In times when bullet hell shooters with overwhelming amounts of projectiles still were way too much for me, it taught me a lot of things about hand-eye coordination in the first place. The bullet count is below average for a Psikyo shooter and so after a while I've always felt like sustaining the overview and being in control. Moreover, the difficulty is just right. All in all a perfect preparation for heavier tasks to come. No wonder that Zero Gunner 2 became my first 1CC in a "non-classical" shmup.

Somehow my All Clear also resulted in a little bit of melancholy. Or should I call it emptiness? For such a long time have I enjoyed this game or at least had this huge goal in the back of my head. Now the journey is basically over. From now on I will only play Zero Gunner 2 for fun once in a while or to improve my Comanche score. Then there's this other thing... The 2-ALL has been a huge task for me and without any doubt my largest effort in video games. Will I ever have something bigger to shoot for or at least something that is comparable to it? Right at this moment I would say: definitely not. I am able to dedicate myself quite much to a single game. But I will accept the suffering and frustration solely for games I outright adore, and even then just as long as the fun remains. Well, and Zero Gunner 2 is my favourite. It can only go downhill from now on. ;)

Needless to say the happiness outweighs the other feelings by far - Zero Gunner 2 simply blessed me with some of the best and most unforgettable moments I ever had with video games. Not only is it my favourite shooting game, it will always have a special place in heart.

R.I.P. Psikyo.
I would so kill for a Zero Gunner 3...

November 16, 2011

News #4 - Status report

A "short" recap of the past months.

Limited playtime

Not too much has happened since the end of STGT 2011, but not too little either. At that point I wasn't nearly as burned out as after STGT 2010 and thus incredibly motivated for the next challenges. I chose to get deeper into XOP Black Ultra and achieved some decent scores at first. But my enthusiasm didn't last for long. Let's just say that this game can be frustrating. It is great overall, but the constant need to point blank enemies and even bosses (!) as well as the raised difficulty and more limited firepower compared to the original XOP Black could be tough. Especially when one death totally destroys your score for the respective stage. However I have to admit that the boss point blanking was incredibly fun - I wouldn't have expected that at all. In the end it was the lack of time that killed my motivation completely and forced me to quit playing. Back then I was a bit exhausted and not able to focus really well.

Luckily this isn't the whole truth. Light showed up at the end of the tunnel and I returned with full force and more free time. What I partly did with that time shall be the topic of my next blog post...

Some new entries to my collection

I have also been way too busy with buying old and new games. These are strangely "Gun"-heavy somehow... I swear I haven't planned this at all.

Most importantly, my Psikyo collection grew once again. This time my victims were Gunspike (alias Cannon Spike) for the Dreamcast and Psikyo Shooting Collection Vol. 2: Sengoku Ace & Sengoku Blade for Playstation 2. So far I've played each one of them a bit. Gunspike, while a very dry and absolutely not flawless take on the Psikyo formula, does have its right to exist. To me there is no doubt that real shoot 'em ups are what Psikyo can do best, regardless this is a nice arena shooter with decent character and attack variety (gun, special attack, bombs, melee) and good overall gameplay. The partly awkward turning and aiming controls ruin it a bit which is sad - especially considering how excellent Zero Gunner 2 was done in that regard. However a comparison of these two games might not be the best idea because of the different game mechanics. Sengoku Ace and Sengoku Blade on the other hand are classical Psikyo shmups in any regard (besides Blade being a horizontal). They are not as polished as the company's later titles, but great fun in their own way. I am especially surprised how much fun I tend to have with Sengoku Ace while I have bought the collection mainly for Blade at first. Anyhow, after this purchase I own pretty much every game from Psikyo that I need: Sengoku Ace, Sengoku Blade, Gunbird 2, Dragon Blaze, Zero Gunner 2 and Gunspike. Only the Strikers games remain.


Furthermore, I decided to register at Steam after a friend had showed me some of his games. I am generally not too fond of download titles, but they looked promising enough to give them a try. The Gundemonium Collection started it all. Consisting of the games Gundemonium Recollection, GundeadliGne and Hitogata Happa, it offers lots of diverting and fun gameplay, cute graphics and outstanding rearranged soundtracks. Even though it looks like Platine Dispositif threw together too many different scoring systems, all games are still very enjoable to be played in a simple and straight way without paying attention to every single scoring mechanic. Some boss fights are what bugs me the most, for example when they shoot out tons of dynamic bullets which change directions constantly. This makes them hard in an odd way. Hitogata Happa is the weirdest game of the bunch. Easy at first with a standard difficulty during the stages and plenty of lives. On the other hand the boss fights with sudden Game Overs after a certain time limit are as brutal as it gets. Fun game, but highly unbalanced.

Gundemonium Recollection in action

Jamestown concludes my Steam purchases. The debut of Final Form Games offers great music, lovely hand-drawn graphics as well as promising gameplay with a simple and fun chaining system. Yet once again this is a little bit of a mixed bag. There are many beginner's mistakes to be found in the gameplay, leading to tons of frustration at times. This could have been avoided so easily. I've still put lots of hours into Jamestown as it is a great game apart from that. The 5th and last stage is not only awesome, but also quite memorable. The level design with all these moving blocks adds some kind of platformer element to it. That reminds me a lot of the Mega Drive shooter Elemental Master which also has some similar elements.

Jamestown

Further orders also include the yet to be released Dreamcast titles Gunlord and Sturmwind. Looking forward to see how these will turn out.

March 12, 2011

News #1 - Extensive impressions on some new games

So it turns out it I hadn't bought any shoot 'em up games for almost the whole year 2010. Looking at some old score posts it seems that I purchased Under Defeat (Dreamcast) back in October 2009, Hellfire in November and Tatsujin (both Mega Drive) in December. And then absolutely nothing! It's once again weird how fast the time passes, I barely noticed it was such a long period without any new purchases in my favourite video game genre. But it wasn't that bad after all, there was still plenty of time to be spent with the freeware game XOP Black and especially the Dreamcast including all of its shmup awesomeness namingly Giga Wing, Zero Gunner 2, Mars Matrix and a bit of Under Defeat. I'm happy about that as my purse wasn't that well filled this year anyway...

But it's very likely that you just can't live without new stuff. As I had spent enough time on the above mentioned games, it was about time and my opportunity arrived in the last days of the year 2010. So I could celebrate the sudden arrival of four new shmups in my collection: the brandnew independently developed games Crimzon Clover and Fast Striker as well as Homura and Dragon Blaze as the start of my Playstation 2 collection. Some years ago, I would have played them all mixed up, but of course I've learnt that this doens't work out too well. So what do you do in that situation which was kind of new to me? Probably try them all out, stick with 1 or 2 and that's what I did. Meanwhile I could play all of them quite a bit, except Dragon Blaze which will have to wait a little more. While it's still too early to write detailed reviews, I'd like to post my impressions on these games. So if you're still hesitating whether to buy Crimzon Clover and Fast Striker, this might help you. Here we go.

Fast Striker (Dreamcast)

Last Hope isn't my cup of tea. I can tell so by watching 2 or 3 videos. R-Type like, memorization based, frustrating gameplay - there are many things in this world that are more fun. But surprise surprise, NG:DEV.TEAM developed, created Fast Striker as a serious effort to invade the arcades and the homes of serious score players. Four difficulty modes are included, so one thing is for sure: If you like the basic mechanics and game design, you will find a mode which perfectly suits you. Novice is rather uninteresting for experienced shmup players, very easy to 1CC. I also don't like the weaponry of your ship here. But it's very hard to find fault with any of the other modes. Omake is a little too hard for my taste, but still fun that way. Original is the default mode and concentrates on survival. Your ship is equipped with a spread shot to take care of enemy hordes more easily and with a very strong concentrated forward shot that kills powerful enemies and bosses quickly. Aside from the weapons, what makes this mode so fun are the few and simple, yet fun scoring mechanics. Destroyed enemies leave gold nuggets which imcrease your chain respectively multiplier. Shooting big enemies with your forward shot milks some bigger nuggets out of them. Last but not least surviving long enough activates devil rank where certain enemies leave suicide bullets, the difficulty is maxed out, but it is also much easier to grab the nuggets.

Maniac is where things get more complex. Chaining is now enemy based like in Dodonpachi. Shit, I hate this sort of scoring, I doubt I would ever try serious scoring attempts in a Dodonpachi game. But you know what? Fast Striker keeps it clearer, doesn't make it as hard and most importantly adds an element of forgiveness. When your chain breaks it's not the end of the world, the chain counter isn't reset, but drops so that you have some time to recover. Man great, I really like it this way. Maniac adds another scoring mechanic as well. When you focus your laser (the equivalent of the strong forward shot in Original) on big enemies, the beam turns from blue to green for a few seconds or longer if you continue to laser big baddies. With the green laser enemies give more points and point blanking them gives you nuggets which greatly contribute to your chain. Devil rank is now harder to reach and to hold, but gets much more important and adds another awesome element to the risk & reward system. When devil rank is activated you don't just get the standard scoring items, but NG:DEV.TEAM logos which add more points and increase your chain further. Bullet cancelling enemies and bosses yield you a ton of these logos. So better try your best to hold devil rank as long as you can. Dying, breaking your chain and using shields decreases the rank though the usage of one or two shields every once in a while may still retain devil rank. Omake takes Maniac's gameplay to the extreme. Very hard and for expert players and/or masochists only. Not to forget, in all modes you can get secrets throughout the stages and earn technical bonuses by destroying certain boss parts before finishing them off. What NG:DEV.TEAM managed astoundingly well in the end is to create this scoring system that is complex yet intuitive. While there are many different ways to increase your score, everything is easy to understand, adds positively to the challenge and is fun to do. Also the scoring mechanics don't get in each other's way, but harmonize well. The nice, tight level designs, varied enemies and fast, fluid, uncomplicated gameplay leave further positive impressions.

Unfortunately there are some things which I don't like at all. The balancing has flaws. The stage 1 boss spams bullets all over the place while the stage 2 boss has some very easy to dodge patterns. The 4th boss is also easier than the 3rd. Another example: in the middle of stage 3 there's a passage where a whole lot of the powerful bullet-spamming enemies enter the screen at once, together with a bunch of popcorn. You barely have enough firepower to destroy all of them and find yourself in bullet hell. Cruel bullet hell. It would be ok for its own maybe, but it feels unnaturally difficult compared to the rest of the stage. More balancing between the modes would also have been nice. The stages, weapons and scoring mechanics differ, but the bosses always shoot the exact same patterns in every mode besides Omake. I guess the idea was that the different weapons from each mode shall influence the length and thus the difficulty of the boss fight, but it doesn't feel right especially because boss fights in Novice are harder than in Original for that reason. Another problem is devil rank. Once you're in its fine, challenging and especially on Maniac and Omake very rewarding. But if you have the "luck" to enter devil rank by destroying a big enemy, you're welcome by suicide bullets you don't expect. You can avoid this by being careful in the first place, but it's still a bit unfair. Last but not least some of the patterns bother me. It could just be me, but I find dodging in Fast Striker harder than in most other games. The main reason seems to be that some patterns aren't as refined and fair designed as I'd like them to be. They just throw the shit at you without letting you the necessary breathing space. It is just a small number of patterns though, many of them are fun to dodge. The problem: they use the same formular too often. Like when you have to dodge through a slow pattern and then the fast red aimed bullets appear. More variety please! In conclusion this looks like a lot of complaints, but be aware that I criticize mostly small issues which don't destroy the game, Fast Striker is still very fun overall! I hope the Hellwig brothers will continue to develop and improve the way they did from Last Hope to this game. Then more great shmups will await us in the future.

Regarding graphics Fast Striker became the expected mixed bag. The visual style is awesome, I especially love the enemy and boss designs a lot. The backgrounds are also nice, but - you guessed it - don't offer even a bit of variety, with the exception of stage 4. Sadly some parts of the backgrounds in the final stage have been cut out on the Dreamcast port, thus it looks quite dull, too. The main problem about the graphics though is the colourful style which looks nice, but can cause problems. When there are lots of stuff on the screen, preferably bullets of too many different colours, enemies and scoring items, the overview suffers. That leads to confusion and some cheap frustrating deaths. Speaking of which I don't like different colour bullets anyway (unless they are somewhat similar like blue and green), so others might not find it that disturbing. Technically Fast Striker is almost flawless, slowdown occurs only seldom in Omake mode. If you like trance, chances are high you'll also dig the soundtrack. I'm not really into that kind of music, yet I like some of the music quite a bit, especially stage 1 and 3.


Crimzon Clover (PC)

Now THIS game is one of the most incredible things I've ever seen. Right out of the blue Yotsubane gives us his first game which looks like he has developed shmups for his entire life already. Everything about Crimzon Clover screams perfect. The scoring system is deep yet easy to pick up. You basically have two shots, standard and lock-on. The system evolves around a multiplier which constantly diminishes, but can be raised by destroying enemies. When destroying a bigger group of enemies with one lock-on shot you gets you a lot of stars and another multiplier for a short time. Moreover you can raise the break bar by killing enemies, once it is half full you can use a bomb. Once it is full, you can fill up a second bar and are free to enter Break mode. During Break mode (lasts approximately 10 seconds) you get invincibility for a few seconds, become faster, your shot is more powerful, the multiplier is double as high as before and you constantly get stars when shooting baddies. Not enough, if you fill up the second bar during Break mode you can enter Double Break mode where the multiplier is doubled once again, your fire fills practically the whole screen and you get even more scoring items. The break modes are plain fun, not to say maybe some of the coolest things ever giving you the power to kill giant enemy waves in seconds. It needs some time to get used to all the small scoring tricks like positioning full lock-ons, point-blanking enemies to fill your break bar faster and find out the best break timings, but that's part of the fun. Luckily you don't have to learn exact stage routes to get decent scores, the game allows for some freedom and spontaneity without breaking your score. The high amount of extends and practically infinite bombs also make Crimzon Clover more motivating than frustrating as you're always able to suit your strategies to your current ingame situation. Graphically, all I can say is that the visual effects are just sick. At times I still can't believe what is going on on the screen. Masses of enemy sprites, bullets, lasers, stars everywhere and not to forget your own weapons (especially in the break modes) result in a visual firework that you simply have to see. Yet the overview is maintained most of the time. Moreover Crimzon Clover offers some of the most imaginative level designs, enemy formations and shot patterns which are out there. It just never stops throwing things at you which take your breath away.

The only real problem about this game are the system requirements. Too much for my laptop. Crimzon Clover slows down intentionally when there are tons of bullets onscreen, but for me it does way too often. The built-in frames counter should always stay at 60 fps, for me it slows down to 20 frames at the most extreme parts. So I quit posting my scores on Shmups forum as they would be far from legit, continued playing a little bit, but then lost my motivation because of that. This is a shame admittedly because Crimzon Clover is one of the best shooting games ever made. Oh yeah I mean it! It's just so awesome it's unbelievable! Later I will definitely continue playing on my own or simply try to get a better PC. This game deserves it. If you want to play Crimzon Clover on your PC and run it without unintended slowdown, you will need to fulfill these system requirements:

Windows 7/Vista/XP
DirectX 9.0c
2,8 Ghz processor
1GB RAM
500 MB space on your HDD

I couldn't find anything about graphic card requirements, but I suppose you shouldn't have a bad one either.


Homura (Playstation 2)

After I had stopped playing Crimzon Clover and achieved good scores in Fast Striker, it was time for the next challenge. I didn't hook up the Playstation 2 earlier because I still needed to get an RGB cable to enjoy the games in full 60 Hz glory. Homura was one of my most wanted shmups and probably the reason why I chose the Playstation 2 over the Xbox 360 for now. It didn't click with me instantly as much as I had expected, but after some time and getting used to all the techniques, I love everything about it. Even some of the less detailed background graphics don't bother me. The setting and overall graphical style are great, the tracking shots well crafted and the enemy design coherent. Yet the orchestral soundtrack is even much more interesting. It gives Homura a distinctive, somewhat dark and very epic atmosphere on a level which sadly is seldom for shoot 'em ups nowadays. It perfectly supports the gameplay experience and makes it feel complete. Speaking of which, let's finally talk about the gameplay. Skonec's shooter caught my attention with similarities to other games at first: the Giga Wing series (one of my favourites) with the similar bullet reflecting tool and Shikigami no Shiro (one of my other most wanted shmups) where the character also attracts the gold items when defeating enemies with some kind of special attack. With similarities to these games, they could hardly go wrong. But Homura still has a lot of individuality. The bullet reflecting has to be approached differently, the Thunder Attack where the character dashes around the screen killing all enemies is a cool idea, too. The scoring system is a bit confusing at first, but once you get the hang of it, it's top notch. Bullet hoarding does play a role though it is not as important as in Giga Wing, simply because your "reflect" phase is so short here. It's more important to get a good timing and slashing the tight patterns to hit as many bullets as possible. Like in Takumi's games it is huge fun to use of the overwhelming enemy fire to your own good. Besides the shot patterns are like an own piece of art, fascinating to watch, fun to dodge and to slash back. One remarkable thing about Homura is its forgiveness. When you die you don't lose your current bomb stock, but get an extra one. That means you still can use all the bombs which are available in the game if you don't lose your last life with bombs in stock. You're score won't get hurt by dying either (missed enemies, slashes etc. not counted). So if you're not going for a world record score, an early death won't hurt you. Personally, I sometimes tend to do rage restarts when I die early or make small mistakes, in Homura I sure won't ever do such things. This way Skonec eliminated a lot of potential frustration. The only things I don't like concern the awkward controls when activating a bomb. Also accidentally executing a thunder attack instead of slashing bullets happens now and then in stage 4 because it's hard to see some enemies in all that chaos. I may revoke this complaint while mastering the stage though.

You could call Homura rather a beautiful experience than just a game. A very special and underrated gem.

Dragon Blaze (Playstation 2)

Only played a few credits here so far. I came, I saw, I didn't conquer. This will be one tough challenge as it's probably one of the hardest shoot 'em ups ever. What I can say right now is that the scoring system seems great. I did like the coin system in Gunbird 2 and Strikers 1999, yet this is a very nice change. The need of flying very high on the screen to destroy the enemies with dragon shot and being as offensive as possible makes it feel like no other shmup. It's harder to pick up though, you will have to plan your routes carefully to get the desired gold coins and not to get caught by enemy fire. Additionally, this is for sure the most hectic shmup expierence I know, with the exception of Dangun Feveron. I hated Cave's shooter for that, but I sure hope it will be different with Dragon Blaze. In the end this is definitely Psikyo madness as usual, fast bullets, crazy rank, memorization fest, seems even harder than Gunbird 2. Which doesn't have to be bad. We'll see.


Incidentally I changed the site layout and blog title (which was just a stupid working title anyway) from horrible to not too bad. I hope at least. Moreover I'm playing and reviewing Battletoads & Double Dragon on Super Nintendo. Don't ever touch this game, you'd regret it! Not even the toads could save it from being toadally average and unnecessary.

February 21, 2011

Mars Matrix - A look back... and forward

What a shooter! Without a doubt Mars Matrix is one of the most important ones in my collection, for various reasons. It is one the games (next to Giga Wing 2 and Gunbird 2) which sparked my interest in bullet hell shooters. It was my first shoot 'em up with a scoring system that is plain hardcore and barely shows any mercy with its timed chaining. Unlike Dodonpachi I do find it really enjoyable, I did even in those days where it just kicked my ass. The chaining and Mosquito system are simply brilliant. Additionally, Mars Matrix might be the shooter which I've spent the most time with by now, probably between 150 and 200 hours. Of course not without a reason, it does have that much replay value. Last but not least it is the best example (for myself) of what you can achieve with immense amounts of practice, dedication and most importantly the maintenance of fun when you're playing a game for such a long time. Luckily Mars Matrix made at least that last thing rather easy to achieve.

So I'd like to take a look back to the beginning. I got Mars Matrix sometime in summer or autumn 2008 and immediately liked it. Well basically, all I did was enjoying the nice shot patterns, dying, credit-feeding, creating mini chains, constantly trying to improve them a little and buy new options from the shop to get to play with more lives and credits. You could say I had no idea how to play shmups, let alone the hand-eye coordination to survive in this bullet hell. Not even to speak of scoring well at the same time. Though not playing the game seriously, I had some good fun with it already.

Everything changed in April 2009 when I registered at Shmups forum. Suddenly I found scoreboards, strategy discussions and superplays. So finally I didn't just play for fun or against my own pathetic scores, but had lots of competition which increased my motivation by a ton. I started to play on default settings and posted my first score of about 79 billion taking the last place on the scoreboard. And that was even by far my best score at this point. Never would I have dreamed that I could get near the top spots, millions of EXP or even a 1 Credit Clear. But I hoped to climp up some places and after 2 or 3 months of practice I did, ending up at 200 billion points with 1.1 million EXP by the end of stage 4. This stage felt impossible at that point. I went on to play other games, knowing I would return to Mars Matrix whenever the time has come.

A full year had passed before it actually came. Mars Matrix was played during the 3rd week of the Shooting Game Tournament 2010, the first tourney I participated in. I was motivated as hell having achieved decent results in the first two weeks and now having a very good reason to get the dust off Mars Matrix. Well not exactly. Due to the different scoring values of the Dreamcast port, we all had to play the Arcade version. The one button controls were a bit troublesome, but I got used to it within the week. And much, much faster than I had expected, I got past the beast that is stage 4. Blame it on improved hand-eye coordination and finding respectively being told about some easier strategies to avoid difficult situations. By the end of the week I had 297 billions with 1.3 million EXP, reaching the final boss. So I could barely improve my chaining, but get more constant and survive better.

During this week I also started to play the Dreamcast version again. The results came fast, my score was soon four times as high as before. I never played much at a time, but constantly a few credits per week. This was the best way to stay motivated and not to get burned out at a point where it became more and more difficult to improve my score. But a 13 digit score and a 1CC were suddenly in reach and enough reason to keep playing. Let alone the fact that Mars Matrix became more and more fun as I got better chains and improved my overall skills at the game. So I managed to get decent or good chains in stage 1, 5 and the second half of stage 2, while still failing miserably in stage 3 and 4. At least there were some easy chains to get from gold fountains. After a lot of tries, deaths, chainbreaks and bad luck I could finally get it all together. On 18th December 2010 I ended up with a 1CC scoring 1.3 trillion points with 2.5 million EXP. Quite a perfect run for my current skills and strategies and probably my 2nd best achievement in the shmup genre so far.

Luckily this is not the end. I'm burned out from Mars Matrix right now, but I'll be happy to return back to it some other time, hopefully this year. I still haven't fully given up on chaining the so important stage 3. Additionally, I want to practice the Arrange Mode more which shares the same gameplay mechanics, stage layouts and bosses with the main game, but offers some new enemies, whole new enemy formations and bullet patterns as well as a level design that is just as awesome as ever.

For now there's nothing left to say except: Thanks Takumi for giving us one of the best shooting games of all time!

Not to forget: Mars Matrix review coming soon. Hopefully.